These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New dev blog: The Ease of EVE

First post First post
Author
Kata Amentis
Sebiestor Tribe
Minmatar Republic
#41 - 2012-02-17 12:45:39 UTC
I've not done the NPE for ages... but reading through these posts I really like the idea of getting Crimewatch explained to newbies, especially as it's being redone fairly soon (summer?).

Common scams and the fact that extortion and scamming are fully supported in eve (and survivable with a few tips) would be really good.

Sending them on a suicide mission is a really good idea, but i'm not sure forcing it to occur as part of the starter missions is a good idea, better to know its something you should do and have the choice as to when. shameless self link. Putting it in the missions just makes it a "stupid game made me die" event i think.

Also, does the IGB support videos these days? Perhaps the tutorials and what not could link to official vids like the probing tutorial, being able to see the interface being used will help when they miss an "obvious" button click. They're the worst queries to help newbies with, as they can't mention that they didn't click the button because they don't know about it! Shocked.

Curiosity killed the Kata... ... but being immortal he wasn't too worried about keeping a count.

Marshiro
MOE Corp
#42 - 2012-02-17 12:47:59 UTC
Things that need to be taught:
1. You are not your ship. Hell, you are not even your character. The first thing you should do as a n00b is roll alts and learn how they work. For any player intending to do anything beyond flying spaceships, they are absolutely essential and not optional for success.

2. External tools like Evemon, EFT, eve-survival etc is not optional.

3. You are a human first, space ship pilot second. The first thing you should know is that other people may often be the solution to your problems, may it be isk, knowledge, or fun.
Yanaoo
Adhocracy Incorporated
Adhocracy
#43 - 2012-02-17 12:56:48 UTC  |  Edited by: Yanaoo
One thing my girlfriend who is starting out her journey into EVE said, and it just made total sense to me:

"Why are there no general descriptions of cruisers, frigates, battlecruisers etc.?"

What she meant was that there is no information about the ship types and where do they fit in, and that would probably be a decent addition for new players. I thought it would make sense to have a show info type window for all the ship types, from frigates to supercarriers in addition to ship specific (as in Damnation, Loki, Omen etc.) show info information bits.

EDIT: THE UI FOR PETE'S SAKES UPDATE THE DAMN UI! :D
St Mio
Imperial Academy
Amarr Empire
#44 - 2012-02-17 13:15:33 UTC
Hammer it into their heads (while they're still nice and soft) that losing ships is okay. There's nothing wrong with losing ships. They're expendable. They're disposable. It's not the end of the world if someone blows up your ship, it's not the end of the world if you lose it on your first jump into low-sec.

Having spent just under 2 years in an NPC corp on this particular account, way too many still players invest all their money and effort into one ship (no matter how many times we say "Don't fly what you can't afford to lose") and rage quit when **** hits the fan.

New players need to be taught that losing a ship is not GAME OVER. Get them used to losing ships, undo all those years of conditioning from other games that having your ship explode is wrong, brainwash them into it being socially acceptable, and maybe they'll be less risk-averse and more likely to engage in more risky, and thus rewarding behaviour in game.
DeBingJos
Sebiestor Tribe
Minmatar Republic
#45 - 2012-02-17 13:19:03 UTC
Fix the UI... YES IT IS REALLY REALLY BAD!

Losing ships is not bad.

New players need to be told how to look for a good corp in detail. ( recruitment channel, forums, the new corp finder, they all need to be explained in detail. )

Fix the UI It needs a total overhaul

Fix the UI

Ungi maðurinn þekkir reglurnar, en gamli maðurinn þekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions.

Svennig
Caldari Provisions
Caldari State
#46 - 2012-02-17 13:19:35 UTC
St Mio wrote:
Hammer it into their heads (while they're still nice and soft) that losing ships is okay. There's nothing wrong with losing ships. They're expendable. They're disposable. It's not the end of the world if someone blows up your ship, it's not the end of the world if you lose it on your first jump into low-sec.

Having spent just under 2 years in an NPC corp on this particular account, way too many still players invest all their money and effort into one ship (no matter how many times we say "Don't fly what you can't afford to lose") and rage quit when **** hits the fan.

New players need to be taught that losing a ship is not GAME OVER. Get them used to losing ships, undo all those years of conditioning from other games that having your ship explode is wrong, brainwash them into it being socially acceptable, and maybe they'll be less risk-averse and more likely to engage in more risky, and thus rewarding behaviour in game.


This.
Bull Eramix
Tir Capital Management Group
#47 - 2012-02-17 13:31:39 UTC
Stephanie Nevaeh wrote:
...

The first time I did it I lost my Coercer due to being Warp Scrambled whilst the tutorial warned me this could happen I could not get hold of a Warp Core Stabiliser in the station I was in and knowing what little I know of EVE I was worried flying to another system I did not know would get me blown up and anything I bought would be lost. Silly I know but its the little newbie worrys like that that are an issue for players like me, fitting the ship is hard to understand too, ...



Ok this raises some good points, here we seem to have a new player who's making an attempt at learning things. But admittedly has little concept of how fitting works, and shows proof by talking about WCS for PvE content (alot of new players would say hey great something to keep my ship from dying). Granted they say they like the tutorials, but there is a certain amount of the fact 'they don't know what they don't know' going on here. Clearly some information on the logic behind common fitting styles and the usefulness of some common modules would be a good idea. (Maybe even some well respected fits for basic frigs/destroyers/cruisers saved to the starter corps, corporation fittings list?)

Making the NPE something players walk away from feeling satisfied is one thing, the real challenge is making sure that the NPE experience lets them walk away with the knowledge they actually need to survive in various situations. For example, anyone who ever wants to leave empire is going to need to know all about the d-scan, gate mechanics, gate guns etc. A fledgling industrialist should know about common scams, how suicide ganks work (i.e. how do they make profit despite losing their ship). Granted, there's many corps out there that specialize in this type of thing, but some of the first material they cover is useful to nearly every single player out there and so should really be covered under the NPE.

As an aside, I don't like the title of this devblog, any form of the word easy, should never be in the same sentence as EVE. EVE simply is one of the if not the most complicated/intricate/difficult MMORPGs out there, and that's why most of us are here instead of somewhere else. Although it is important to make the knowledge available to new players, making things 'easier' or 'simpler' is misrepresenting aspects of the game, and that will eventually catch up with the players, something about teaching people to fish rather than just giving them handouts comes to mind.
Alucard Nosforatu
Doomheim
#48 - 2012-02-17 13:35:44 UTC  |  Edited by: Alucard Nosforatu
What about creating some "Tutorial Ships"

We know there's new models being release soon for the noob starter ships, because the first ship you have experience in should look pretty damn cool....but what about having some missions in the tutorial where you are given a Tutorial BS/BC for example, it would give people a taste of the firepower they could wield in the future and give them system to strive towards in their training.

This part of the tutorial could also then expand on ship modules and fittings and give the chance to explain things like passive and active tanks in a bit more detail.

These ships could then be restricted to not leave system or lock other players etc to make sure they can't be exploited.

Part of the mission using this ship could involve it being blown up, teaching people that loss can be expected, as people mentioned earlier in the thread.
Halycon Gamma
Perkone
Caldari State
#49 - 2012-02-17 13:49:34 UTC
I wrote an earlier one this touches on something different.

Having just ran the tutorial in Jan on a new alt, one thing that upset me is that as i got further into it, I couldn't play the tutorial without spending time training. This is not conducitive to making a newbie want to continue playing EvE. It is one thing to introduce the idea to the way skill progresses in EvE, it is a completely different thing to hijack your own tutorial at its alter. Give civ versions of everything and a skillbook afterwards. If you've built the difficulty of the mission around the idea that they need Frigate 3 by the end of the Arc, politely point out to them that it would be a good idea to toss that in the skill que at the outset of the arc. You don't need to tell them the exact reward they are getting.. but general hookup that it may be a good idea is, in fact, a good idea.

Curior missions in the newbie arc should be done away with, unless it is within the confines of teaching them something else. I hate the things, I hate hauling things around New Eden in general, but I do it to be able do something else. Hauling for haulings sake is boring, but if you present it as a buy order.. or a sell order. "Here is a BLAH item that can only be gotten from this newbie mission, selling it here is completely worthless, open up the market window and sort the buy orders from high to low and you will see a (CCP Sanctioned) buy order for this item two jumps over with a higher value. Sell it here for very little if you want, or haul it two jumps over for more.".

I am of the opinion that you can teach them everything in the game through a tutorial without "dumbing down" the game. Teaching them how PI works inside a tutorial doesn't make PI any easier, it just makes it accessable. Teaching them how to survive in a wormhole doesn't make a wormhole any easier, it just makes it more accessable.

I am also of the opinion that my answer to a general question about an entire game mechanic should never be to "google it", or posting a link to a tutorial. My answer should be, "Open Help, Click on the R&D Tutorial, It'll walk you through it.". Google and the wiki should only be for in-depth coverage.

That includes EVERYTHING. POS management, there should be a tutorial. R&D, Tutorial. Sov Mechanics, Tutorial. Drug Manufacturing, Tutorial. Corp Managent, Tutorial. IHUB, Tutorial. Faction Warfare, Tutorial. Wormholes, Tutorial. PI, Tutorial.

We are talking a basic tutorial to get them up and running on any aspect of gameplay that anyone may find themselves wanting to do without having to go to google. Not in depth coverage with a wall of numbers. Just a basic do this, and you can fiddle around with it now that you have a base understanding to tailor it to your needs.

Accessability does not mean dumbed down. Accessability means people are actually able to get their hands on it without leaving the game. Every time a player needs to leave the game to learn HOW to play the game, the game has failed. Stop being proud of the learning cliff. Give players step by step guides, it won't change EvE. We already have step by step guides on every subject of EvE. The internet is full of them. The problem is that only the old players know about them. Yet we still find Eve fun because we know it's in how all the systems interact and are dependant on each other that makes the game interesting.

Give new players what we already have, in game, without going to go search for it.
Taedrin
Federal Navy Academy
Gallente Federation
#50 - 2012-02-17 13:59:59 UTC
1) *PROPER* documentation and introduction to EVE's features. The EVE wiki is nice, but hardly up-to-date and hardly the optimal location for teaching players about EVE's game mechanics.
2) Create a low-sec and null-sec new player experience as an alternative to the high-sec one. I.E. create a newbie low-sec and/or null sec system where players who decide they want to travel the darker paths can learn about PvP, tackling. If you are worried about veterans "griefing" new players, then put restrictions on what types of ships can enter the system (i.e. only T1 frigates, destroyers and cruisers, for example)
3) Introduce the social aspect into the new player experience. Currently all new players are dumped into an NPC corp, and that's that. Sure, you might give them a tutorial on how to join another corp somewhere - but you should really be guiding them into a player corp. Best way to do this is to allow corps to volunteer as being "new player friendly". New players could be directed towards these "new player friendly" corps, or perhaps even start the game in them. Of course, CCP would probably want to police these corps and forbid using this mechanism to gank newbies (since the NPE is "sacred"). My main point here is that you shouldn't be giving new players the option of joining a player corporation - you should be giving them the option of joining an npc corporation.


My main gripe is that new players are only introduced to a relatively small portion of EVE's gameplay. They do everything in high sec, so the only thing they really learn about is high sec. The game tells them with warning boxes that low and null sec are evil and scary places. The NPE needs to introduce low and null sec as valid lifestyles where they can compete with their high sec brethren.
Schmata Bastanold
In Boobiez We Trust
#51 - 2012-02-17 14:02:33 UTC
Hi all,

Maybe it would be possible to involve more experienced players into whole NPE. Like some kind of voluntary group that you can submit your toon and Eve will randomly assign you to help and guide a newbie in some specific aspect of Eve. Newbie would be under wings of more experienced guide who would for example tank damage in missions (let's put aside whether missions are good or bad) or "vet" would fly hauler with some tutorial "very important cargo" and newbie would have to scout for him at gates.

To make it profitable for both sides "vet" could gain LP or ISK or sth else. Cooperation could be limited to one mission only or could last as long as both vet and newbie would like to work together.

When they end their assignments newbie could have short survey to submit with feedback about quality of vet's help and overall NPE. Rates newbie gives to vet would put said vet higher into some general ranking and maybe it could be a factor how much award vet will gain next time or sth like that.

That's only an idea and it would have to be really well done to minimize opportunities for abuse but maybe it could be a way to improve NPE and pull bitter vets out of their dark places :)

Any thoughts my fellow newbie friendly capsuleers?

Invalid signature format

Chichicastenango
Plutonium-239
#52 - 2012-02-17 14:09:42 UTC  |  Edited by: Chichicastenango
Keep the more dangerous areas of space interesting. High sec should provide sufficient income for new players but the more riskier areas should be more tempting.

You should prevent ANY players (new and experienced ones) from farming ISK in high for hours and hours without any risk in high sec (L4 missioning, high sec incursions). this leads to a monotone game experience.

You should encourage them to venture out to low, null or wh space and make the rewards there far more profitable than in high sec so that the latter becomes only a safe area for having a break from the riskier, more interesting activities out there.
Jowen Datloran
Science and Trade Institute
Caldari State
#53 - 2012-02-17 14:09:45 UTC
Quote:
..a new team has been put together to tackle this important task, consisting of CCP NerfHerder, CCP Feyhr, CCP Dropbear and CCP Legion...


Oh,... bummer.

Good luck in your efforts though. I might need to take some time off and maybe replay the NPE in a half - one year.

Mr. Science & Trade Institute, EVE Online Lorebook 

Aubrey Addams
University of Caille
Gallente Federation
#54 - 2012-02-17 14:12:34 UTC
i think you can't make so much to gather more player, because EVE attracts just a special type of player, just like paper-dice roleplay games. there are types of people who find it interesting to read the core rulebook x hundreads of pages, some people will never open it and refuse the complexity. i have friends bigger geeks than me, and they playing a lot with diablo, wow and things like that, but they refuse to sit down and start to dig into EVE, even if i show them the things, they don't like it, cause its not instant, there is no instant pvp, resurrect, instant actions, etc. and they wont pay a game for wait a skill to be trained for days.
Chichicastenango
Plutonium-239
#55 - 2012-02-17 14:12:35 UTC
Chichicastenango wrote:
Keep the more dangerous areas of space interesting. High sec should provide sufficient income for new players but the more riskier areas should be more tempting.

You should prevent ANY players (new and experienced ones) from farming ISK for hours and hours without any risk in high sec (L4 missioning, high sec incursions). this leads to a monotone game experience.

You should encourage them to venture out to low, null or wh space and make the rewards there far more profitable than in high sec so that the latter becomes only a safe area for having a break from the riskier, more interesting activities out there.

Darirol
Ministry of War
Amarr Empire
#56 - 2012-02-17 14:24:58 UTC  |  Edited by: Darirol
i started a new char some time ago and tested the tutorial and the career missions.

the rewards are nice and stuff is all ok, but one thing was realy bad. i wanted to join a corp and acted a bit like someone who just started.
but even the newbe friendliest corps usually say "first you do all career missions, then come back"

doing all the carrier missions takes a while. for someone who plays only 3 hours or so per day it may take a week until you are done with the "must have solo content" and being able to start with teamplay.
that realy sucked.

you should make the new player experience missions and stuff in a way that you dont have to grind 1 week missions and wall of texts befor you are allowed to interact with other players.

when i started eve you started in space, got the basic spaceship actions explained had to kill 2 frigs (or they killed you if you were not fast enough with understanding how to move and how to shoot back ^^) and then there were other players who had to explain everything.
Destination SkillQueue
Doomheim
#57 - 2012-02-17 14:25:27 UTC
I haven't done the recent tutorials, so things might have changed since then, but I still remember a few points about my latest alt. They suck when describing how to actually fight. I think it was something like here's a target, fly to it, lock it and activate guns >> target dies from a few shots >> congratz you know how combat works in EVE \o/. I know it's a big area to cover, but you could at least cover some basics and have links to evelopedia for basic fittings of those roles.

The tutorials also directed heavily towards missioning and mining. These are arguably the two worst gameplay areas EVE currently has, so why highlight them so heavily? Either improve them gameplay wise and make them something worth highlighting or reduce their emphasis significantly.

Make sure newbies understand you are allowed to lie, scam, trick and steal in this game. Hammer in their scull the point, that while there are mechanics you can use to minimize the risk of such things happening, in the end they are responsible for themselves and need to use common sense when playing EVE. Use common scams/tricks relevant to noobies as an example.

Finally, show don't tell. Block of text isn't going to stay with anyone the first time they play. Show any way you can. Use in game means, missions, CQ and out of game resources. Provide one central place where everyone can repeat or have access to these resources anytime they want. I'd suggest using a special section of evelopedia as this newbie tutorial depository of resources.
Dretzle Omega
Ascendance Rising
Ascendance..
#58 - 2012-02-17 14:27:51 UTC
I'm not sure it should be focused on just New Player Experience, if you're looking at where people might drop off. As one person said, Eve attracts a certain type of person.

For me, I've been with the game, off and on, several years now. I'll be the first to admit I'm both not very good and and not super interested in PvP. That's okay. There are plenty of players, even in deep null sec or wormhole space that are more about the PvE (mining, missions, exploration, trading; okay, trading is PvP, but not with ships).

I think there's two downsides with that kind of player. Or maybe not downsides, because that is the kind of MMO Eve wants to be, but places where you can lose players. First, you can't get most things done in Eve without a corp and/or alliance. One of the things that turns me off about MMOs can often be the players I'm forced to play with.

Second, on the PvE side, it is largely about making your wallet grow. For some players, that can take years, surely. For the good traders, and maybe I'm a minority, I got to 9 Bil in about 3 - 4 months. I'm not really into playing just to add more 0s, so I've kind of left off playing Eve. I still keep my account active because, with minimal attention I can make at least 450 Mil a month with my 9 Bil in station trading to buy PLEX.
CCP Manifest
CCP Retirement Home
#59 - 2012-02-17 14:38:18 UTC
Just wanted to jump in this thread and say how much we appreciated the suggestions, stories and shared experiences. They're all quite helpful in one way or another, and it's heartening to hear that many of them have been parts of discussion within development (and I can vouch for them being in marketing discussions as well).

So yeah, thanks!

======== o7 _CCP Manifest | Public Relations and Social Media | @ccp_manifest_

Destination SkillQueue
Doomheim
#60 - 2012-02-17 14:46:01 UTC
Forgot to mention. Skill barriers are bad m'kay. Now I know you can't just get rid of that, since the skill system is a core part of EVE, but keep that thing in mind though. For example an active solo player you've railroaded in to missioning will have the money and access to high level missions sooner than his character skill progression can support. He basicly hits a point during his early days where he is forced to grind content he has outgrown and finds boring as a player, because his character skill progression lags behind and can't be accelerated. It leads to the feeling of having to wait for skills before you can start playing the game, a feeling you should try your best to minimize.

I don't have a solution to this problem, since you aren't looking to fiddle too much with the game. You can still mitigate it's affects by getting people to do multiple activities at the same time. Activities that should support their skill training focus. This is another area where those out of game resources and tutorials would be helpful. A diagram similar to this, would show those alternative options to them in an easy to understand way.